Mage
An elf walks calmly through the battlefield, wave after wave of flames blasting from her outstretched fingers.
A dwarf saves his comrade's life for the thousandth time that day, his crucial healing curing her wounds.
A gnome skips away, his pursuers slipping and sliding in their attempt to catch him.
All of these heroes are mages, specialists who spend their lives mastering spellcraft, one spell at a time. Unlike other spellcasters, who learn as many spells as they can, mages prefer a more focused approach, learning each spell to the end of its capability.
Magical Mastery
Mages are a diverse group of magical specialists, with few things in common, other than a belief in quality over quantity. They gain their magic through intense study and practice of each and every spell they use, knowing their small list spells like the back of their hands.
Being a mage takes dedication and a good memory, arguably more so than even Wizards. However, it also takes a creative mind. Their low amount of spells forces them to reinvent what their spells can do, and push past the limits of regular spellcasting.
Mages use a careful balance of discipline and innovation to do their small list of tasks. Depending on the mage, those tasks might vary, but whatever they may do, they do it well. To be a mage, you have to know exactly what you want to do. There are many things a mage can be. Indecisive is not one of them.
The Career Mage
Although still rare, mages are the most common of spellcasters, as, although it is still difficult to become a proper mage, it is not a lifestyle, and a a person can become an mage fairly easily compared to memorizing countless spells, being chosen by a deity, being blessed with a powerful bloodline, or making a pact with an eldritch being.
Mages who become adventurers are most often the perfectionists among mages, seeking to test the limits of their signature spells by inviting the situations that push those limits. These are the most well-renowned and exceptional mages, and the example by which other mages learn from.
Mages in an area tend to gather into loose networks, although some might create institutes for to-be mages to more thoroughly learn their craft. These institutes are where many adventuring mages come from, excited to test their new-found skills, and desperate to pay the absurd fees that many institutes will demand of their students.
Multiclassing
If your DM allows multiclassing, the requirement for multiclassing into mage is 13 or more Intelligence.
Creating a mage
As you create a mage, the most important question to ask yourself is what you want to do. Mages can fill a variety of roles, but they are stuck in the role they choose. Think about what you want to accomplish with your mage, and what role your party needs filled. Search for spells that fit into that role or concept, and think deeply about which of those spells you want to use. Remember that, unlike other classes, you are stuck with those spells.
Once you are certain of your specialty, consider why and how your character became a mage. Were you impressed by feats of magic as a child, vowing to master them? Did you come from a long line of mages, you being the latest? Or did you teach yourself in your spare time, before becoming absorbed in your hobby? Did you go adventuring to hone your craft? Or was it just to pay your debts to your institute? Did it take you long to learn your craft, or did you get by on talent?
Quick Build
You can make a mage quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity or Constitution. Second, choose the Guild Artisan background.
Class Features
As a mage, you gain the following class features.
Hit Points
Hit Dice: 1d6 per mage level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier for each mage level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose two from History, Arcana, Medicine, Persuasion, or Insight
Equipment
You start with the following equipment, in addition with the equipment granted by your background:
- (a) a sling and 20 stones or (b) a dagger
- (a) an arcane focus or (b) a component pouch
- (a) a scholar's pack or (b) a dungeoneer's pack
Practical Magic
As a mage, you gain the ability to use practical magic, a different kind of spellcasting that is not limited by divine or arcane, cantrip or spell. This means that you can take most spells and cantrips from all classes' spell lists, and you do not use spell slots.
Cantrips
At 1st level, you learn 3 cantrips of your choice. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the mage table.
The Mage
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | Spellcraft Die |
|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Practical Spellcasting | 3 | 1 | 1 | — | — | — |
| 2nd | +2 | Spellcraft | 3 | 1 | 1 | — | — | 3 |
| 3rd | +2 | Practical Vocation | 3 | 1 | 1 | — | — | 3 |
| 4th | +2 | Ability Score Improvement | 3 | 2 | 2 | — | — | 3 |
| 5th | +3 | Spellcraft Upgrade | 4 | 2 | 2 | — | — | 4 |
| 6th | +3 | — | 4 | 3 | 2 | 1 | — | 4 |
| 7th | +3 | Vocation Feature | 4 | 3 | 2 | 1 | — | 4 |
| 8th | +3 | Ability Score Improvement, Spellcraft(d8) | 4 | 3 | 2 | 1 | — | 4 |
| 9th | +4 | Spellcraft Upgrade | 4 | 4 | 3 | 1 | — | 5 |
| 10th | +4 | Spellcraft Advantage | 5 | 4 | 3 | 1 | — | 5 |
| 11th | +4 | Vocation Feature | 5 | 4 | 3 | 1 | — | 5 |
| 12th | +4 | Ability Score Improvement, Spellcraft(d10) | 5 | 4 | 3 | 1 | — | 5 |
| 13th | +5 | Spellcraft Upgrade | 5 | 5 | 3 | 2 | — | 6 |
| 14th | +5 | Ranging Spell | 5 | 5 | 3 | 2 | — | 6 |
| 15th | +5 | Vocation Feature | 6 | 5 | 3 | 2 | — | 6 |
| 16th | +5 | Ability Score Improvement, Spellcraft(d12) | 5 | 5 | 3 | 2 | — | 6 |
| 17th | +6 | — | 6 | 6 | 3 | 2 | 1 | 6 |
| 18th | +6 | Spellcraft Conservation | 6 | 6 | 3 | 2 | 1 | 6 |
| 19th | +6 | Ability Score Improvement | 6 | 6 | 3 | 2 | 1 | 6 |
| 20th | +6 | Masterful Spellcraft | 6 | 6 | 3 | 2 | 1 | 6 |
Spells Known of 1st Level and Higher
At 1st level, you learn one 1st-level mage spell of your choice from the mage spell list.
The Spells Known column of the mage table shows when you learn more mage spells of your choice of 1st level and higher. A mage spell you choose must be of a level no higher or lower than what's shown on the mage table. For example, at 6th level, you learn a 2nd-level mage spell of your choice. When you learn 2nd and 3rd-level spells, all spells of a lower level are cast as if they were cast with the highest level spell slot you have. For example, at 17th level, you get one 3rd-level spell slot, and all of your 1st and 2nd-level spells are cast as if you had used a 3rd-level spell slot to cast them.
Spellcasting Ability
Intelligence is your spellcasting ability for your spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll for a spell.
Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spellcasting Focus
Although it is not required, you can use an arcane focus as a spellcasting focus for your spells.
Spellcraft
After gaining a familiarity with your spells and exercising your innate magical power, you gain the ability to make your spells more powerful.
At 2nd level, you gain a spellcraft die for use in spellcraft abilities. This die starts as a d6, but upgrades to a d8 at 8th level, a d10 at 12th level, and a d12 at 16th level. You gain spellcraft die according to the Mage table. When you roll a spellcraft die for a spellcraft ability, it is expended until you regain it. You regain all spellcraft die after completing a short rest.
You also get to choose a spellcraft ability, all detailed below:
Precise Spellcraft: When you cast a spell that requires an attack roll, you can roll a spellcraft die and add it to the attack roll. You can do this after you see the roll, but before your DM tells you the result.
Repulsive Spellcraft: When a spell deals damage to a creature, you can roll a spellcraft die and add it to the damage of the spell, dealing the same type of damage as the spell. Additionally, the creature is pushed 10 feet away from the spell's point of origin.
Careful Spellcraft: When you cast an area-of-effect spell, you can roll your spellcraft die and make up to a number of targets equal to the roll immune to the effects of the spell.
Extensive Spellcraft: When you cast a spell with a duration, you can roll your spellcraft die and increase the duration by a number of hours equal to the roll.
Irresistible Spellcraft: When you cast a spell that forces a creature to attempt a saving throw to resist its effects, you can roll your spellcraft die and reduce the creature's first saving throw against that spell by an amount equal to the roll.
Practical Vocation
At 3rd level, you choose a vocation that you specialize in. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. Each of your choices and their features are detailed at the end of the class description.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your Dungeon Master allows, you can take a feat instead.
Spellcraft Upgrade
You choose a new spellcraft ability and get another spellcraft die, starting at 5th level, and again at 9th, 13th, and 18th level.
Spellcraft Advantage
You gain the ability to make your spellcraft more consistent.
Starting at 10th level, when you roll a spellcraft die, you can choose to re-roll it once, but you must keep the new roll.
Ranging Spell
You now learn how to increase your spells' flexibility by increasing their range.
Starting at 14th level, when you cast a spell, you can double its range. If its range is touch, it gets a range of 10 feet.
You can use this feature a number of times equal to your Intelligence modifier. You recover all of your uses after a short rest.
Spellcraft Conservation
You now learn how to use your Spellcraft more efficiently.
Starting at 18th level, when you use a d12 Spellcraft die, you get one d6 Spellcraft die.
Masterful Spellcraft
With your vast Spellcraft experience, you learn how to increase its effects even further.
Starting at 20th level, you can add your Intelligence modifier to Spellcraft rolls.
Practical Vocations
Every mage has a vocation, or specialization, that they use to further specialize and hone their spells. The vocation you decide on will allow you to further improve your spells and give you new ones.
Diplomat
The Diplomat vocation specializes in divine magic, entreating the beings of the upper planes as well as the powers of nature in order to use their power to help others through healing and blessings.
Extra Spells
At 3rd level when you choose this vocation, you gain your choice of the Guidance or Resistance cantrips, as well as your choice of the Bless or Faerie Fire spells. You can cast these spells at-will, as they are Mage spells for you, and they do not count against your spells or cantrips known.
Lifesaving Spellcraft
Starting at 7th level, you can roll a spellcraft die to heal a target for an amount of hit points equal to the roll.
Benefit for the Masses
Starting at 11th level, when you cast a spell and use it on an ally or yourself, you can cast it on one additional target.
You can use this feature a number of times equal to your Intelligence modifier. You regain all uses of this feature after a short rest.
The Powers That Be
Starting at 15th level, you can spend 30 minutes entreating the gods and the powers of nature to cast any cleric or druid spell of 1st level or lower without spell slots.
Devastator
The Devastator vocation is a specialist in blowing away enemies with deadly magic, using powers of fire or storm to decimate foes with fearsome power.
Extra Spells
At 3rd level when you choose this vocation, you gain your choice of the Lightning Beam or Firebolt cantrips, as well as your choice of the Thunderwave or Burning Hands spells. You can cast these spells at-will, as they are Mage spells for you, and they do not count against your spells or cantrips known.
Devastating Spellcraft
Starting at 7th level, when you cast a spell that deals damage, you can expend a spellcraft die, adding the result to the damage roll for one target.
Unstoppable Obliteration
Starting at 11th level, when you cast a damage-dealing spell, you can choose to ignore any resistance to the damage it deals, and treat any immunities as resistance.
You can use this feature a number of times equal to your Intelligence modifier. You regain all uses of this feature after a short rest.
Residual Destruction
Starting at 15th level, whenever you use a spellcraft die, the next damaging spell you cast deals 1d4 extra damage of the spell's type to one target.
Magician
The Magician vocation uses their powers to dazzle and fool their audience, and to bamboozle and escape their enemies. A magician is an entertainer as much as a prankster, and will use their abilities for good and ill.
Extra Spells
At 3rd level when you choose this vocation, you gain your choice of the Minor Illusion and Friends cantrips, as well as your choice of the Color Spray and Charm Person spells. You can cast these spells using spellcraft points, as they are Mage spells for you, and they do not count against your spells or cantrips known.
Skill Monkey
Starting at 7th level, you gain proficiency in Performance and one other skill of your choice.
Seeing Double
Starting at 11th level, when you cast an Enchantment or Illusion spell, you can cast it on two targets, or double the amount of illusions it creates.
You can use this feature a number of times equal to your Intelligence modifier. You regain all uses of this feature after a short rest.
Perfect Trick
Starting at 15th level, when you cast a spell that causes targets to attempt saving throws, you can give all targets disadvantage on all saving throws against that spell.
You can't use this feature again until you complete a short rest.
Mage Spell List
Cantrips (0 Level)
- Acid Splash
- Blade Ward
- Chill Touch
- Dancing Lights
- Druidcraft
- Fire Bolt
- Lightning Beam
- Light
- Mage Hand
- Mending
- Message
- Minor Illusion
- Poison Spray
- Ray of Frost
- Sacred Flame
- Spare the Dying
- Shocking Grasp
- Shillelagh
- Thaumaturgy
- Thorn Whip
- True Strike
- Vicious Mockery
1st Level
- Animal Friendship
- Armor of Agathys
- Arms of Hadar
- Alarm
- Bane
- Bless
- Comprehend Languages
- Command
- Compelled Duel
- Create or Destroy Water
- Chromatic Orb
- Color Spray
- Comprehend Languages
- Detect Evil and Good
- Detect Magic
- Detect Poison and Disease
- Disguise Self
- Dissonant Whispers
- Divine Favor
- Expeditious Retreat
- Entangle
- Faerie Fire
- Feather Fall
- Fog Cloud
- Find Familiar
- Guiding Bolt
- Hellish Rebuke
- Heroism
- Hail of Thorns
- Hex
- Inflict Wounds
- Identify
- Illusory Script
- Jump
- Longstrider
- Mage Armor
- Protection from Evil and Good
- Purify Food and Drink
- Ray of Sickness
- Sanctuary
- Shield
- Shield of Faith
- Silent Image
- Sleep
- Speak with Animals
- Tasha's Hideous Laughter
- Tenser's Floating Disk
- Thunderwave
- Unseen Servant
- Witch Bolt
2nd Level
- Animal Messenger
- Aid
- Alter Self
- Arcane Lock
- Augury
- Blindness/Deafness
- Blur
- Barkskin
- Beast Sense
- Calm Emotions
- Continual Flame
- Cloud of Daggers
- Crown of Madness
- Cordon of Arrows
- Darkness
- Darkvision
- Detect Thoughts
- Enhance Ability
- Enlarge/Reduce
- Enthrall
- Find Traps
- Flame Blade
- Flaming Sphere
- Find Steed
- Gust of Wind
- Gentle Repose
- Heat Metal
- Hold Person
- Invisibility
- Knock
- Levitate
- Locate Animals or Plants
- Locate Object
- Magic Mouth
- Magic Weapon
- Melf's Acid Arrow
- Mirror Image
- Misty Step
- Moonbeam
- Nystul's Magic Aura
- Phanatsmal Force
- Pass Without Trace
- Protection from Poison
- Ray of Engeeblement
- Rope Trick
- Scorching Ray
- See Invisibility
- Spike Growth
- Spider Climb
- Shatter
- Silence
- Suggestion
- Warding Bond
- Web
- Zone of Truth
3rd Level
- Bestow Curse
- Clairvoyance
- Dispel MAgic
- Fear
- Feign Death
- Glyph of Warding
- Hypnotic Pattern
- Leomund's Tiny Hut
- Major Image
- Nondetection
- Plant Growth
- Sending
- Speak with Dead
- Speak with Plants
- Stinking cloud
- Tongues
- Animate Dead
- Beacon of Hope
- Create Food and Water
- Daylight
- Magic Circle
- Meld into Stone
- Protection from Enrgy
- Remove Curse
- Spirit Guardians
- Water Walk
- Call Lightning
- Conjure Animals
- Sleet Storm
- Water Breathing
- Wind Wall
- Blink
- Counterspell
- Fireball
- Fly
- Gaseous Form
- Haste
- Lightning Bolt
- Slow
- Vampiric Touch
- Hunger of Hadar
Lightning Beam
Cantrip
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: Instantaneous
A beam of lighting streaks from the caster's fingers toward a creature within range. Make a ranged spell attack against a target. On a hit, the target takes 1d8 lightning damage.
The spell creates additional beams when you reach higher levels, two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Note: This is basically just a weaker version of Eldritch Blast.